Metal Gear Solid VR Missions ZZT v2.50
- Quantum P.
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Re: Metal Gear Solid VR Missions ZZT
I'm stumped, I wanted to get cameras into the game with the cardboard box.
I am thinking of making it so, if you were to activate the "cardboard box" using the Shift+? function to set a variable (Currently using '-c'), you would be "cloaked" from the cameras, but how do you make it so when you move a block, you "de-cloak" or clear?
I am thinking of making it so, if you were to activate the "cardboard box" using the Shift+? function to set a variable (Currently using '-c'), you would be "cloaked" from the cameras, but how do you make it so when you move a block, you "de-cloak" or clear?
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Re: Metal Gear Solid VR Missions ZZT
there's no easy way that i can think of.
you could use an object immediately adjacent to the box and whether it blocked or #if contact to disable box mode, but it would only work once.
you could fill the floors with black fakes and check for empties (using #if any empty; moving boulders erases the fakes) but this only worked once per board. i suppose you could immediately #change the empty into a fake? i don't know.
#if alligned (or however sweeney misspelled it) could disable stealth flag in specific areas (you'd need to use two, though, in case the player changes his mind halfway and decides to turn back.
i hope i'm making some sense.
you could use an object immediately adjacent to the box and whether it blocked or #if contact to disable box mode, but it would only work once.
you could fill the floors with black fakes and check for empties (using #if any empty; moving boulders erases the fakes) but this only worked once per board. i suppose you could immediately #change the empty into a fake? i don't know.
#if alligned (or however sweeney misspelled it) could disable stealth flag in specific areas (you'd need to use two, though, in case the player changes his mind halfway and decides to turn back.
i hope i'm making some sense.
Re: Metal Gear Solid VR Missions ZZT
You could use a player clone surrounded by objects to detect movement and toggle the flag.
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Re: Metal Gear Solid VR Missions ZZT
That could actually work I completely forgot about it, although I also completely forgot how to code it. I think it involves checking if the clone is blocked then #clear the flag when blocked.
- Quantum P.
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Re: Metal Gear Solid VR Missions ZZT
What you do is you have the player clone immediately adjacent to four objects:
Each object has :touch labels. When the player moves, the player clone touches one of the surrounding objects, and the activated object sends a message to the guards or whoever, saying that the player's blown their cover.
Code: Select all
.o.
oCo
.o.
Re: Metal Gear Solid VR Missions ZZT
#end
:touch
#if hidinbox clearme
#end
:clearme
#clear hidinbox
#end
:touch
#if hidinbox clearme
#end
:clearme
#clear hidinbox
#end
- Quantum P.
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Re: Metal Gear Solid VR Missions ZZT
Or just:
If hidinbox is set, this does the right thing. If hidinbox is not set, #clear hidinbox does nothing.
Code: Select all
#end
:touch
#clear hidinbox
Re: Metal Gear Solid VR Missions ZZT
Ah ok, I have never thought about doing it like that, I have always done it that way lol, thanks
Re: Metal Gear Solid VR Missions ZZT
To everyone, I am not dead, just very busy with work.
Got some free time so I spent it working on cameras.
I have come up with two different cameras which use the wall to check:
The first one will be used when there is no split paths.
The wall will check if it is blocked by camera.
If the wall is blocked it will check if the player is in the box.
Then if all conditions are met, it will check if the player is alligned with the wall.
If alligned, game will end as you have been detected, else go back to beginning.
The second one will be used for split paths and uses bullets.
there will be blocks to set flags if near the camera and clear if away from the camera.
If player is in range, check if wall is blocked by camera.
If blocked, check if player is in a box.
If player is in a box the wall will not shoot, else the wall will continuously shoot until the camera moves.
Since this is in sneaking mode, getting hit by a bullet means game over anyways.
Both cameras will be using player clones to detect if in a box.
Does this look good? Or is there anything I need to improve on this.
Got some free time so I spent it working on cameras.
I have come up with two different cameras which use the wall to check:
The first one will be used when there is no split paths.
The wall will check if it is blocked by camera.
If the wall is blocked it will check if the player is in the box.
Then if all conditions are met, it will check if the player is alligned with the wall.
If alligned, game will end as you have been detected, else go back to beginning.
The second one will be used for split paths and uses bullets.
there will be blocks to set flags if near the camera and clear if away from the camera.
If player is in range, check if wall is blocked by camera.
If blocked, check if player is in a box.
If player is in a box the wall will not shoot, else the wall will continuously shoot until the camera moves.
Since this is in sneaking mode, getting hit by a bullet means game over anyways.
Both cameras will be using player clones to detect if in a box.
Does this look good? Or is there anything I need to improve on this.
Re: Metal Gear Solid VR Missions ZZT
It's hard to tell just based on your descriptions, maybe a screenshot would help. I'm not sure about instant the #endgames. Maybe set the board to reenter when hurt, not sure how to make your cameras work then... maybe you could shoot a player-clone? I've never experimented with player-clones this way, so I don't know if that will work.
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Re: Metal Gear Solid VR Missions ZZT
Looks pretty good! That's the first camera type right? Shooting a player clone, of course, does not work. The only way I can think of to hurt the player autonomously would be to have a time limit on the board, then have an object run the clock out in a loop (iirc you have to #give time to decrement the clock).
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Re: Metal Gear Solid VR Missions ZZT
Yep, its the first camera type :)
When the game starts, health is set to 1 in sneaking mode because in the game mode, getting caught means you lose.
The timers are used when the timed mode is set in the main menu when you have to beat the level at a certain time limit.
Of course the actual board won't look like this those nasty yellow borders are nasty.
When the game starts, health is set to 1 in sneaking mode because in the game mode, getting caught means you lose.
The timers are used when the timed mode is set in the main menu when you have to beat the level at a certain time limit.
Of course the actual board won't look like this those nasty yellow borders are nasty.